About this mod
An alchemy-driven gameplay expansion mod that introduces new crops, forage, machines, recipes, CC bundles, and more.
- Requirements
- Permissions and credits
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Translations
- Spanish
- Russian
- Portuguese
- Mandarin
- Korean
- Japanese
- German
- Changelogs
- Donations
For the latest news and announcements, please visit us on the Alchemistry Discord channel in BogWyytch's Swamp
TRIGGER WARNING!: This mod contains the use of (deceased) animal body parts, insects, vampiric creatures, and magic for the use of alchemy. Quests, events, and monster loot frequently reference darker magics and relative subject matter. If you think you may find this disturbing during your gameplay, check the spreadsheet for a comprehensive list of items before engaging.

- New crops, many of which you might recognize as common witch’s ingredients. Some rarer, magical crops are also available. Careful; many are poisonous!
- New forage found throughout the valley (did I mention poisonous?)
- New berries and flowers that can be picked from bushes during certain days throughout the seasons.
- New fish. Make sure to get your ponds built – you’re gonna need ‘em!
- New magical gems, transmuted using the powers of alchemy.
- Ectoplasm. Ectoplasm? Ectoplasm!
- New monster loot.
- A deeper friendship with the Wizard, who will be your guide and mentor as you learn the ropes of alchemy (of which there are many!).
- Lore changes to your grandpa’s legacy and who he was to the community.
- Written changes to Harvey’s clinical practice to be more apothecary-focused.
- A new mysterious NPC to befriend and a map to explore!
- Alchemical machines for processing. All new crops, forage, and fish are used throughout your alchemy journey.
- POTION MAKING!
- Some changes to base-game items, including a few of the default trinkets and bombs (which are now a type of exploding potion) as well as the Transmute recipes being limited to a new machine.
- An optional overhaul of the Community Center bundles (you can download the bundles in the Optional section of the Files tab).

Due to the amount of changes and new additions, I've put together a handy-dandy (if kind of ugly) spreadsheet for your convenience. I hope to make a proper wiki in the future. Additionally, everything in Alchemistry is compatible with Lookup Anything, and I HIGHLY RECOMMEND YOU USE THIS MOD. It will make your playthrough much easier.

Base Alchemistry Mod
Simply download and extract the main file under "Files" to your mods folder.
Alchemistry Community Center Bundles
Installation must be performed in sequential order!
1. Download and extract ChallengingCommunityCenterBundles - Base Version (under "Optional Files" near the very bottom of the mod's download page) to your Mods folder.
2. Download and extract whichever version of the bundles you wish (there is an Easy version and a Harder version under "Optional Files") to your Mods folder. Overwrite existing files and folders during extraction.

- Can I install Alchemistry on existing saves? Nothing is stopping you from installing it mid-save, however all of the events, dialogue, etc., are meant to be experienced from Spring 1, Year 1 as you are building relationships with the villagers. If you install the mod mid-save, the dialogue experience will feel out of sorts. IF YOU CHOOSE TO USE THE MOD ON EXISTING SAVES, PLEASE KEEP THIS IN MIND BECAUSE I WON'T BE "FIXING" THIS.
- Is Alchemistry available for co-op? Yes. We had a few players test co-op saves in beta and any issues that came up have since been resolved. Do note that, like the Community Center, the introduction to Mage's Rest must be completed by the host.
- Are Alchemistry items available from the Traveling Cart? Not at this time. This is a future item to be worked on.
- Is Alchemistry compatible with (insert mod name here)? Please check out the Compatibility section below.
- Can I make a translation of Alchemistry for another language? Please do! However, translations are not allowed to be opted in for Donation Points.

Current Compatibilities
This is an extensive list of other mods I’ve built compatibility for this far.
NOTE: this doesn't necessarily mean that Alchemistry isn't incompatible with other mods, but these are the ones I've written actual code for.
- Stardew Valley Expanded. However, currently Alchemistry forage is not supported on any of SVE’s custom areas. I might look into this in a later release (I’d like to, but I hate overriding files and in this case it looks like I might have to).
- Rasmodia: Implemented in 1.1.4.
- Cornucopia Artisan Machines. I’ve written built-in code to override the Dehydrator recipe changes from this mod to avoid conflicts.
- Wildflour Forage: I’ve tried to build my Bush Bloom spawn times around theirs to prevent conflicts.
- Extra Museum Space: Alchemistry's museum patches (made to accomodate donations from new gems added by Alchemistry if Perfection Tracking option is enabled) will not be enabled if this mod is installed, to prevent clipping issues.
- Bog’s stuff (duh!): Many of Alchemistry’s machines have recolor options available to match Bog’s colors. You can access these via GMCM.
- Alchemistry also has an option available in the config to move the forest warp further east from its default location, which provides compatibility with other mods that also take up residence in that area. (NOTE: If you move the warp location, you may have to use the ResetTerrainFeatures mod or the Destroyable Bushes mod to clear the bushes in front of them)
Okay, but is Alchemistry Compatible With (insert mod name here)?
First, I want to say that it's impossible to build compatibility for every mod, and I WON'T be building compatibility for every mod. But I will try my best to work around popular mods I think people would use in tandem with Alchemistry, if it makes sense for me to do so instead of the author of the other mod in question.
- Romanceable Rasmodius mods: Technically yes. I did my playthrough of Alchemistry alongside RRRR, and though there is some event overlap, things still felt fairly smooth. I may need to do some event staggering in the future. Additionally, I would eventually like to expand on the Wizard’s dialogue to be more compatible with these sorts of mods, changing wording for certain events and letters to reflect a more intimate relationship with the farmer. This is on my to-do list as a high priority item.
- Mods that add additional forage: Yes. That being said, do keep in mind that the more foraging mods you have installed, the more they will all fight over spawn points. This means less Alchemistry forage for you to pick.
- Expansion mods like RSV and East Scarp: I should think so. However, you will not find any Alchemistry forage on their maps. This is also true for additional areas in SVE, such as the west woods.

When I first started working on Alchemistry, I wanted to accomplish two main things (in order of importance):
1. introduce a variety of new crops, forage, and processing machines that would last the player all the way to end-game, providing them with new ways to make money on the farm.
2. provide an immersive overhaul of the Wizard, the clinic's role in helping the town residents, and grandpa's legacy (with the Wizard being the primary focus of my time and attention).
To avoid scope creep, everything else in-between was mostly considered "nice-to-haves" for the initial release. As beta testing began, I became aware of many things I'd like to develop later on down the road when I have time. If you would like to view my feature backlog, you can find more information on the official Alchemistry channel in BogWyytch's Discord server!

I have a very long list of people to credit for their asset contribution, and you can find those under the "Permissions and credits" section at the top of the page. However, I want to extend additional spotlight credit to the following individuals and communities:
- 6480, for many of their (open-source) magical crop sprites, which I either used outright or as bases. I am such a terrible artist, and them allowing me to use these was a HUGE push in me getting to continue to work on this mod when it was previously stalled. Thank you, thank you, thank you!
- BogWyytch, for not only allowing me free use of their assets for various things, but also for giving the Alchemistry Beta program a home in their Discord (where it will continue to live going forward). Without their support, the mod would not have made it to go-live!
- VoidWitchCult, who did the AMAZING portrait art for the new NPC!